   Actor RamboWannabeRifle : GenericHumanScum 
       {
	   
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "Stimkit" 60
DropItem "ArmorCharge" 60
DropItem "AmmoPack" 40
DropItem "HandGrenadeAmmo" 100 1
DropItem "MineAmmo" 50 1	   
	   
  scale 1.0
  obituary "%o was turned into non-patriotic piece of cheese by the slightly psychotic yet patriotic defender of peace and democracy"
  health 57
  radius 15
  height 54
  mass 100
  speed 10	
  Species "Z"
  +DOHARMSPECIES
  painchance 175
  SeeSound "USNMilitarist5/See"
  PainSound "USM5PA01"
  DeathSound "Manhunt/Death"
  ActiveSound "USNMilitarist5/Active"
  dropitem "Chaingun"
  Tag "USN Assault Rifle Enraged Militarist"
  MONSTER
  +FLOORCLIP
  States
       {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult ("VanJumpCheck") == 1, "VanJump")
	TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08))
  Spawn2:
    RMCO A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNMilitarist5")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
    "####" A random(1,5)
    TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_Jump (180, "MissileCheck")
  SeeLoop:
    TNT1 A 0 A_CheckSight ("CheckReload")
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    RMCO AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
	Goto SeeLoop+2
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    RMCO AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    RMCO AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0) 
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
    DodgeLeftB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
	    RMCO AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    RMCO AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    RMCO AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0) 
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8)) 
	    RMCO AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	AgressiveChase:
	    TNT1 A 0 A_ChangeFlag ("MissileMore", true)
	    RMCO AABBCCDD 2 A_Chase
       loop
	DodgeCheck:
	    TNT1 A 0
		TNT1 A 0 A_TakeInventory ("ShotCounter", 10)
	    TNT1 A 0 A_Jump (255, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
    RMCO E 9 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 950)
  MissileLoop:
    RMCO E 3 A_FaceTarget
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	TNT1 A 0 A_FaceTarget
	RMCO F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-7,7), CMF_OFFSETPITCH, random(-3,3))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
	TNT1 A 0 A_Jump (5, "DodgeCheck")
    TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
   Loop
  CloseQuarters:
    RMCO E 3 A_FaceTarget
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	TNT1 A 0 A_FaceTarget
	RMCO F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-7,7), CMF_OFFSETPITCH, random(-3,3))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
    TNT1 A 0 A_MonsterRefire (40, "AgressiveChase")
   Loop
  LongRange:
    RMCO E 3 A_FaceTarget
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	TNT1 A 0 A_FaceTarget
	RMCO F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-7,7), CMF_OFFSETPITCH, random(-3,3))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 10, "DodgeCheck")
    TNT1 A 0 A_MonsterRefire (40, "DodgeCheck")
   Loop	
  Reload:  	
	RMCO E 21 A_PlaySound ("RIFOUT")
	RMCO D 24 A_PlaySound ("RIFIN")
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 60)
	RMCO E 12 A_PlaySound ("RIFREAD")
	Goto MissileCheck
  Pain:
    RMCO H 3
    RMCO H 3 A_Pain	
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    RMCO I 5 A_Scream
    RMCO J 5
    RMCO K 5 A_NoBlocking
    RMCO L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
	RMCO M 3
    RMCO N -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 5
    PGIB B 5 A_XScream
    PGIB C 5 A_NoBlocking
    PGIB D 5
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	RMCO MLKJIH 5
   Goto See	
  Idle:
    RMCO AA 4 A_Wander
    RMCO A 0 A_Look
    RMCO BB 4 A_Wander
    RMCO A 0 A_Look
    RMCO CC 4 A_Wander
    RMCO A 0 A_Look
    RMCO DD 4 A_Wander
    RMCO A 0 A_Look
    loop
  }
	   
	   
	   }


	